diff options
Diffstat (limited to 'LayoutTests/fast/canvas/webgl')
4 files changed, 658 insertions, 287 deletions
diff --git a/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt b/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt new file mode 100644 index 0000000..c899480 --- /dev/null +++ b/LayoutTests/fast/canvas/webgl/gl-object-get-calls-expected.txt @@ -0,0 +1,92 @@ +Test of get calls against GL objects like getBufferParameter, etc. + +On success, you will see a series of "PASS" messages, followed by "TEST COMPLETE". + +PASS shaders.length is 2 +PASS shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag is true +PASS getError was expected value: NO_ERROR : +PASS gl.getAttachedShaders(null) is null +PASS getError was expected value: INVALID_VALUE : +PASS gl.getAttachedShaders(standardVert) threw exception TypeError: Type error. +PASS getError was expected value: NO_ERROR : +PASS gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE) is 16 +PASS gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE) is gl.DYNAMIC_DRAW +PASS getError was expected value: NO_ERROR : +PASS getError was expected value: NO_ERROR : +PASS getError was expected value: NO_ERROR : +PASS gl.checkFramebufferStatus(gl.FRAMEBUFFER) is gl.FRAMEBUFFER_COMPLETE +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.TEXTURE +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is texture +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL) is 0 +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE) is 0 +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.RENDERBUFFER +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME) is renderbuffer +PASS gl.getProgramParameter(standardProgram, gl.DELETE_STATUS) is false +PASS gl.getProgramParameter(standardProgram, gl.LINK_STATUS) is true +PASS typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS) is "boolean" +PASS gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS) is 2 +PASS gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES) is 2 +PASS gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS) is 1 +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH) is 2 +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT) is 2 +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT) is non-zero. +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE) is non-zero. +PASS getError was expected value: NO_ERROR : +PASS getError was expected value: NO_ERROR : +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE) is non-zero. +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE) is non-zero. +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE) is non-zero. +PASS gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE) is non-zero. +PASS gl.getShaderParameter(standardVert, gl.SHADER_TYPE) is gl.VERTEX_SHADER +PASS gl.getShaderParameter(standardVert, gl.DELETE_STATUS) is false +PASS gl.getShaderParameter(standardVert, gl.COMPILE_STATUS) is true +PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER) is gl.NEAREST +PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER) is gl.NEAREST +PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S) is gl.CLAMP_TO_EDGE +PASS gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T) is gl.CLAMP_TO_EDGE +PASS gl.getProgramParameter(boolProgram, gl.LINK_STATUS) is true +PASS getError was expected value: NO_ERROR : +PASS gl.getUniform(boolProgram, bvalLoc) is true +PASS gl.getUniform(boolProgram, bval2Loc) is [true, false] +PASS gl.getUniform(boolProgram, bval3Loc) is [true, false, true] +PASS gl.getUniform(boolProgram, bval4Loc) is [true, false, true, false] +PASS gl.getProgramParameter(intProgram, gl.LINK_STATUS) is true +PASS getError was expected value: NO_ERROR : +PASS gl.getUniform(intProgram, ivalLoc) is 1 +PASS gl.getUniform(intProgram, ival2Loc) is [2, 3] +PASS gl.getUniform(intProgram, ival3Loc) is [4, 5, 6] +PASS gl.getUniform(intProgram, ival4Loc) is [7, 8, 9, 10] +PASS gl.getProgramParameter(floatProgram, gl.LINK_STATUS) is true +PASS getError was expected value: NO_ERROR : +PASS gl.getUniform(floatProgram, fvalLoc) is 11 +PASS gl.getUniform(floatProgram, fval2Loc) is [12, 13] +PASS gl.getUniform(floatProgram, fval3Loc) is [14, 15, 16] +PASS gl.getUniform(floatProgram, fval4Loc) is [17, 18, 19, 20] +PASS gl.getProgramParameter(samplerProgram, gl.LINK_STATUS) is true +PASS getError was expected value: NO_ERROR : +PASS gl.getUniform(samplerProgram, s2DValLoc) is 0 +PASS gl.getUniform(samplerProgram, sCubeValLoc) is 1 +PASS gl.getProgramParameter(matProgram, gl.LINK_STATUS) is true +PASS getError was expected value: NO_ERROR : +PASS gl.getUniform(matProgram, mval2Loc) is [1, 2, 3, 4] +PASS gl.getUniform(matProgram, mval3Loc) is [5, 6, 7, 8, 9, 10, 11, 12, 13] +PASS gl.getUniform(matProgram, mval4Loc) is [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29] +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is buffer +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED) is true +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE) is 4 +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE) is 0 +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE) is gl.FLOAT +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED) is false +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE) is 36 +PASS gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER) is 12 +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED) is false +PASS gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB) is [5, 6, 7, 8] +PASS getError was expected value: NO_ERROR : +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE +PASS gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) is gl.NONE +PASS gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) is null +PASS getError was expected value: NO_ERROR : +PASS successfullyParsed is true + +TEST COMPLETE + diff --git a/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html new file mode 100644 index 0000000..92a7ecb --- /dev/null +++ b/LayoutTests/fast/canvas/webgl/gl-object-get-calls.html @@ -0,0 +1,252 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<link rel="stylesheet" href="../../js/resources/js-test-style.css"/> +<script src="../../js/resources/js-test-pre.js"></script> +<script src="resources/webgl-test.js"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> + +<script> +description("Test of get calls against GL objects like getBufferParameter, etc."); + +function sizeInBytes(type) { + switch (type) { + case gl.BYTE: + case gl.UNSIGNED_BYTE: + return 1; + case gl.SHORT: + case gl.UNSIGNED_SHORT: + return 2; + case gl.INT: + case gl.UNSIGNED_INT: + case gl.FLOAT: + return 4; + default: + throw "unknown type"; + } +} + +var gl = create3DContext(); + +var standardVert = loadStandardVertexShader(gl); +var standardFrag = loadStandardFragmentShader(gl); +var standardProgram = gl.createProgram(); +gl.attachShader(standardProgram, standardVert); +gl.attachShader(standardProgram, standardFrag); +gl.linkProgram(standardProgram); +var shaders = gl.getAttachedShaders(standardProgram); +shouldBe('shaders.length', '2'); +shouldBeTrue('shaders[0] == standardVert && shaders[1] == standardFrag || shaders[1] == standardVert && shaders[0] == standardFrag'); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBeNull('gl.getAttachedShaders(null)'); +glErrorShouldBe(gl, gl.INVALID_VALUE); +shouldThrow('gl.getAttachedShaders(standardVert)'); +glErrorShouldBe(gl, gl.NO_ERROR); + +// Test getBufferParameter +var buffer = gl.createBuffer(); +gl.bindBuffer(gl.ARRAY_BUFFER, buffer); +gl.bufferData(gl.ARRAY_BUFFER, 16, gl.DYNAMIC_DRAW); +shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_SIZE)', '16'); +shouldBe('gl.getBufferParameter(gl.ARRAY_BUFFER, gl.BUFFER_USAGE)', 'gl.DYNAMIC_DRAW'); + +// Test getFramebufferAttachmentParameter +var texture = gl.createTexture(); +gl.bindTexture(gl.TEXTURE_2D, texture); +gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, + new Uint8Array([ + 0, 0, 0, 255, + 255, 255, 255, 255, + 255, 255, 255, 255, + 0, 0, 0, 255])); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); +gl.bindTexture(gl.TEXTURE_2D, null); +var framebuffer = gl.createFramebuffer(); +gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); +gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); +var renderbuffer = gl.createRenderbuffer(); +glErrorShouldBe(gl, gl.NO_ERROR); +gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); +glErrorShouldBe(gl, gl.NO_ERROR); +gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 2, 2); +glErrorShouldBe(gl, gl.NO_ERROR); +gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer); +// FIXME: on some machines (in particular the WebKit commit bots) the +// framebuffer status is FRAMEBUFFER_UNSUPPORTED; more investigation +// is needed why this is the case, because the FBO allocated +// internally by the WebKit implementation has almost identical +// parameters to this one. See https://bugs.webkit.org/show_bug.cgi?id=31843. +shouldBe('gl.checkFramebufferStatus(gl.FRAMEBUFFER)', 'gl.FRAMEBUFFER_COMPLETE'); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.TEXTURE'); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'texture'); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL)', '0'); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE)', '0'); + +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.RENDERBUFFER'); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)', 'renderbuffer'); + +// Test getProgramParameter +shouldBe('gl.getProgramParameter(standardProgram, gl.DELETE_STATUS)', 'false'); +shouldBe('gl.getProgramParameter(standardProgram, gl.LINK_STATUS)', 'true'); +shouldBe('typeof gl.getProgramParameter(standardProgram, gl.VALIDATE_STATUS)', '"boolean"'); +shouldBe('gl.getProgramParameter(standardProgram, gl.ATTACHED_SHADERS)', '2'); +shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_ATTRIBUTES)', '2'); +shouldBe('gl.getProgramParameter(standardProgram, gl.ACTIVE_UNIFORMS)', '1'); + +// Test getRenderbufferParameter +shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_WIDTH)', '2'); +shouldBe('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_HEIGHT)', '2'); +// Note: we can't test the actual value of the internal format since +// the implementation is allowed to change it. +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_INTERNAL_FORMAT)'); +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_DEPTH_SIZE)'); +var colorbuffer = gl.createRenderbuffer(); +glErrorShouldBe(gl, gl.NO_ERROR); +gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer); +glErrorShouldBe(gl, gl.NO_ERROR); +gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 2, 2); +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_RED_SIZE)'); +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_GREEN_SIZE)'); +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_BLUE_SIZE)'); +shouldBeNonZero('gl.getRenderbufferParameter(gl.RENDERBUFFER, gl.RENDERBUFFER_ALPHA_SIZE)'); + +// Test getShaderParameter +shouldBe('gl.getShaderParameter(standardVert, gl.SHADER_TYPE)', 'gl.VERTEX_SHADER'); +shouldBe('gl.getShaderParameter(standardVert, gl.DELETE_STATUS)', 'false'); +shouldBe('gl.getShaderParameter(standardVert, gl.COMPILE_STATUS)', 'true'); + +// Test getTexParameter +gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); +gl.bindTexture(gl.TEXTURE_2D, texture); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); +gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); +shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER)', 'gl.NEAREST'); +shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER)', 'gl.NEAREST'); +shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S)', 'gl.CLAMP_TO_EDGE'); +shouldBe('gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T)', 'gl.CLAMP_TO_EDGE'); + +// Test getUniform with all variants of data types +// Boolean uniform variables +var boolProgram = loadProgram(gl, "resources/boolUniformShader.vert", "resources/noopUniformShader.frag"); +shouldBe('gl.getProgramParameter(boolProgram, gl.LINK_STATUS)', 'true'); +var bvalLoc = gl.getUniformLocation(boolProgram, "bval"); +var bval2Loc = gl.getUniformLocation(boolProgram, "bval2"); +var bval3Loc = gl.getUniformLocation(boolProgram, "bval3"); +var bval4Loc = gl.getUniformLocation(boolProgram, "bval4"); +gl.useProgram(boolProgram); +gl.uniform1i(bvalLoc, 1); +gl.uniform2i(bval2Loc, 1, 0); +gl.uniform3i(bval3Loc, 1, 0, 1); +gl.uniform4i(bval4Loc, 1, 0, 1, 0); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBe('gl.getUniform(boolProgram, bvalLoc)', 'true'); +shouldBe('gl.getUniform(boolProgram, bval2Loc)', '[true, false]'); +shouldBe('gl.getUniform(boolProgram, bval3Loc)', '[true, false, true]'); +shouldBe('gl.getUniform(boolProgram, bval4Loc)', '[true, false, true, false]'); +// Integer uniform variables +var intProgram = loadProgram(gl, "resources/intUniformShader.vert", "resources/noopUniformShader.frag"); +shouldBe('gl.getProgramParameter(intProgram, gl.LINK_STATUS)', 'true'); +var ivalLoc = gl.getUniformLocation(intProgram, "ival"); +var ival2Loc = gl.getUniformLocation(intProgram, "ival2"); +var ival3Loc = gl.getUniformLocation(intProgram, "ival3"); +var ival4Loc = gl.getUniformLocation(intProgram, "ival4"); +gl.useProgram(intProgram); +gl.uniform1i(ivalLoc, 1); +gl.uniform2i(ival2Loc, 2, 3); +gl.uniform3i(ival3Loc, 4, 5, 6); +gl.uniform4i(ival4Loc, 7, 8, 9, 10); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBe('gl.getUniform(intProgram, ivalLoc)', '1'); +shouldBe('gl.getUniform(intProgram, ival2Loc)', '[2, 3]'); +shouldBe('gl.getUniform(intProgram, ival3Loc)', '[4, 5, 6]'); +shouldBe('gl.getUniform(intProgram, ival4Loc)', '[7, 8, 9, 10]'); +// Float uniform variables +var floatProgram = loadProgram(gl, "resources/floatUniformShader.vert", "resources/noopUniformShader.frag"); +shouldBe('gl.getProgramParameter(floatProgram, gl.LINK_STATUS)', 'true'); +var fvalLoc = gl.getUniformLocation(floatProgram, "fval"); +var fval2Loc = gl.getUniformLocation(floatProgram, "fval2"); +var fval3Loc = gl.getUniformLocation(floatProgram, "fval3"); +var fval4Loc = gl.getUniformLocation(floatProgram, "fval4"); +gl.useProgram(floatProgram); +gl.uniform1f(fvalLoc, 11); +gl.uniform2f(fval2Loc, 12, 13); +gl.uniform3f(fval3Loc, 14, 15, 16); +gl.uniform4f(fval4Loc, 17, 18, 19, 20); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBe('gl.getUniform(floatProgram, fvalLoc)', '11'); +shouldBe('gl.getUniform(floatProgram, fval2Loc)', '[12, 13]'); +shouldBe('gl.getUniform(floatProgram, fval3Loc)', '[14, 15, 16]'); +shouldBe('gl.getUniform(floatProgram, fval4Loc)', '[17, 18, 19, 20]'); +// Sampler uniform variables +var samplerProgram = loadProgram(gl, "resources/noopUniformShader.vert", "resources/samplerUniformShader.frag"); +shouldBe('gl.getProgramParameter(samplerProgram, gl.LINK_STATUS)', 'true'); +var s2DValLoc = gl.getUniformLocation(samplerProgram, "s2D"); +var sCubeValLoc = gl.getUniformLocation(samplerProgram, "sCube"); +gl.useProgram(samplerProgram); +gl.uniform1i(s2DValLoc, 0); +gl.uniform1i(sCubeValLoc, 1); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBe('gl.getUniform(samplerProgram, s2DValLoc)', '0'); +shouldBe('gl.getUniform(samplerProgram, sCubeValLoc)', '1'); +// Matrix uniform variables +var matProgram = loadProgram(gl, "resources/matUniformShader.vert", "resources/noopUniformShader.frag"); +shouldBe('gl.getProgramParameter(matProgram, gl.LINK_STATUS)', 'true'); +var mval2Loc = gl.getUniformLocation(matProgram, "mval2"); +var mval3Loc = gl.getUniformLocation(matProgram, "mval3"); +var mval4Loc = gl.getUniformLocation(matProgram, "mval4"); +gl.useProgram(matProgram); +gl.uniformMatrix2fv(mval2Loc, false, [1, 2, 3, 4]); +gl.uniformMatrix3fv(mval3Loc, false, [5, 6, 7, 8, 9, 10, 11, 12, 13]); +gl.uniformMatrix4fv(mval4Loc, false, [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]); +glErrorShouldBe(gl, gl.NO_ERROR); +shouldBe('gl.getUniform(matProgram, mval2Loc)', '[1, 2, 3, 4]'); +shouldBe('gl.getUniform(matProgram, mval3Loc)', '[5, 6, 7, 8, 9, 10, 11, 12, 13]'); +shouldBe('gl.getUniform(matProgram, mval4Loc)', '[14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29]'); + +// Test getVertexAttrib +var array = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]); +gl.bindBuffer(gl.ARRAY_BUFFER, buffer); +gl.bufferData(gl.ARRAY_BUFFER, array, gl.DYNAMIC_DRAW); +// Vertex attribute 0 is special in that it has no current state, so +// fetching GL_CURRENT_VERTEX_ATTRIB generates an error. Use attribute +// 1 for these tests instead. +gl.enableVertexAttribArray(1); +gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)', 'buffer'); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'true'); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_SIZE)', '4'); +// Stride MUST be the value the user put in. +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '0'); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_TYPE)', 'gl.FLOAT'); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_NORMALIZED)', 'false'); +gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 36, 12); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_STRIDE)', '36'); +shouldBe('gl.getVertexAttribOffset(1, gl.VERTEX_ATTRIB_ARRAY_POINTER)', '12'); +gl.disableVertexAttribArray(1); +shouldBe('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_ENABLED)', 'false'); +gl.vertexAttrib4f(1, 5, 6, 7, 8); +shouldBe('gl.getVertexAttrib(1, gl.CURRENT_VERTEX_ATTRIB)', '[5, 6, 7, 8]'); +glErrorShouldBe(gl, gl.NO_ERROR); + +// Test cases where name == 0 +gl.deleteTexture(texture); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); +gl.deleteRenderbuffer(renderbuffer); +shouldBe('gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)', 'gl.NONE'); +gl.deleteBuffer(buffer); +shouldBeNull('gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)'); +glErrorShouldBe(gl, gl.NO_ERROR); + +successfullyParsed = true; +</script> + +<script src="../../js/resources/js-test-post.js"></script> +</body> +</html> diff --git a/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html index 0c6b115..02053ff 100644 --- a/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html +++ b/LayoutTests/fast/canvas/webgl/object-deletion-behaviour.html @@ -2,6 +2,7 @@ <html> <head> <meta charset="utf-8"> +<link rel="stylesheet" href="../../js/resources/js-test-style.css"/> <script src="../../js/resources/js-test-pre.js"></script> <script src="resources/webgl-test.js"></script> <script src="resources/webgl-test-utils.js"></script> @@ -26,7 +27,6 @@ var fragmentShader = wtu.loadStandardFragmentShader(gl); assertMsg(fragmentShader, "fragment shader loaded"); var program = gl.createProgram(); -shouldBeNonNull("program"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, vertexShader)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.attachShader(program, fragmentShader)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.linkProgram(program)"); @@ -50,19 +50,14 @@ shouldBeFalse("gl.isShader(fragmentShader)"); debug(""); debug("texture deletion"); -var fbo = gl.createFramebuffer(), fbo2 = gl.createFramebuffer(), fbo3 = gl.createFramebuffer(); -shouldBeNonNull("fbo"); -shouldBeNonNull("fbo2"); -shouldBeNonNull("fbo3"); +var fbo = gl.createFramebuffer(); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); var tex = gl.createTexture(); -shouldBeNonNull("tex"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)"); shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "tex"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)"); shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex"); -shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.TEXTURE"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)"); // Deleting a texture bound to the currently-bound fbo is the same as // detaching the textue from fbo first, then delete the texture. @@ -74,7 +69,6 @@ shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)"); shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)"); var texCubeMap = gl.createTexture(); -shouldBeNonNull("texCubeMap"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)"); shouldBe("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)", "texCubeMap"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(texCubeMap)"); @@ -83,34 +77,10 @@ shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_CUBE_MAP, texCubeMap)"); shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_CUBE_MAP)"); -var t = gl.createTexture(); -shouldBeNonNull("t"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(t)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t)"); -shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)"); - -var t2 = gl.createTexture(); -shouldBeNonNull("t2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t2)"); -shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "t2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE1)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, t2)"); -shouldBe("gl.getParameter(gl.TEXTURE_BINDING_2D)", "t2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(t2)"); -shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.activeTexture(gl.TEXTURE0)"); -shouldBeNull("gl.getParameter(gl.TEXTURE_BINDING_2D)"); - debug(""); debug("renderbuffer deletion"); -var rbo = gl.createRenderbuffer(), rbo2 = gl.createRenderbuffer(), rbo3 = gl.createRenderbuffer(); -shouldBeNonNull("rbo"); -shouldBeNonNull("rbo2"); -shouldBeNonNull("rbo3"); +var rbo = gl.createRenderbuffer(); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); @@ -124,184 +94,11 @@ shouldBeFalse("gl.isRenderbuffer(rbo)"); shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); shouldBeNull("gl.getParameter(gl.RENDERBUFFER_BINDING)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2)"); -shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo3)"); -shouldBe("gl.getParameter(gl.RENDERBUFFER_BINDING)", "rbo2"); - -debug(""); -debug("using deleted renderbuffer"); -rbo = gl.createRenderbuffer(); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - // make backbuffer red - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // make fbo green - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - // delete renderbuffer. It should still be attached to fbo though. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")'); - // Use fbo that has deleted rbo. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue")'); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")'); -} - -debug(""); -debug("renderbuffer attached twice to same framebuffer"); -rbo = gl.createRenderbuffer(); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - rbo2 = gl.createRenderbuffer(); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo2)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)"); - // attach rbo2 at two attachment points incompatible with it - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rbo2)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo2)"); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo2"); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo2"); - // fbo can't be complete as rbo2 is attached at incompatible attachment points - shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // now we delete rbo2, which detaches it from the two attachment points where it currently is attached - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo2)"); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE"); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)", "gl.NONE"); - // we should now be in the same state as before with only rbo attached, so fbo should be complete again - shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo"); -} -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - - - -debug(""); -debug("using deleted texture"); -tex = gl.createTexture(); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - // make fbo green - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - // delete texture. It should still be attached to fbo though. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [255,0,0,255], "backbuffer should be red")'); - // Use fbo that has deleted texture. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue")'); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")'); -} - -debug(""); -debug("using deleted renderbuffer"); -rbo = gl.createRenderbuffer(); -shouldBeNonNull("rbo"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); - shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // make backbuffer red - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // make fbo green - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // delete renderbuffer. It should still be attached to fbo2 though. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteRenderbuffer(rbo)"); - // fbo has no attachments - shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // Use fbo2 that has deleted rbo. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,0,255,255], "fbo should be blue")'); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "rbo"); - - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)"); - shouldGenerateGLError(gl, gl.NONE, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)"); - shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")'); -} - -debug(""); -debug("using deleted texture"); -tex = gl.createTexture(); -shouldBeNonNull("tex"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindTexture(gl.TEXTURE_2D, tex)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0)"); - // make fbo green - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // delete texture. It should still be attached to fbo2 though. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteTexture(tex)"); - // fbo has no attachments - shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // Use fbo that has deleted texture. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)"); - shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,0,1,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0,0,255,255], "fbo should be blue")'); - shouldBe("gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)", "tex"); - - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.INVALID_ENUM, "gl.getFramebufferAttachmentParameter(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME)"); - shouldNotBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE"); - // Bind backbuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [255,0,0,255], "backbuffer should be red")'); -} debug(""); debug("buffer deletion"); var buffer = gl.createBuffer(); -shouldBeNonNull("buffer"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)"); shouldBe("gl.getParameter(gl.ARRAY_BUFFER_BINDING)", "buffer"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(buffer)"); @@ -310,19 +107,7 @@ shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer)"); shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)"); -var buffer2 = gl.createBuffer(); -shouldBeNonNull("buffer2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer2)"); -shouldBe("gl.getParameter(gl.ARRAY_BUFFER_BINDING)", "buffer2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, null)"); -shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(buffer2)"); -shouldBeFalse("gl.isBuffer(buffer2)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, buffer2)"); -shouldBeNull("gl.getParameter(gl.ARRAY_BUFFER_BINDING)"); - var bufferElement = gl.createBuffer(); -shouldBeNonNull("bufferElement"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)"); shouldBe("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)", "bufferElement"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(bufferElement)"); @@ -331,36 +116,6 @@ shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferElement)"); shouldBeNull("gl.getParameter(gl.ELEMENT_ARRAY_BUFFER_BINDING)"); -var b = gl.createBuffer(); -shouldBeNonNull("b"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b)"); -shouldGenerateGLError(gl, gl.INVALID_OPERATION, "gl.bufferData(gl.ARRAY_BUFFER, 1, gl.STATIC_DRAW)"); - -var b1 = gl.createBuffer(); -shouldBeNonNull("b1"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b1);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(1);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);"); -var b2 = gl.createBuffer(); -shouldBeNonNull("b2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindBuffer(gl.ARRAY_BUFFER, b2);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(2);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(2, 4, gl.FLOAT, false, 0, 0);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.enableVertexAttribArray(3);"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.vertexAttribPointer(3, 4, gl.FLOAT, false, 0, 0);"); -shouldBe("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b1"); -shouldBe("gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b2"); -shouldBe("gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b2);"); -shouldBe("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)", "b1"); -shouldBeNull("gl.getVertexAttrib(2, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)"); -shouldBeNull("gl.getVertexAttrib(3, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteBuffer(b1);"); -shouldBeNull("gl.getVertexAttrib(1, gl.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING)"); - debug(""); debug("framebuffer deletion"); @@ -371,45 +126,6 @@ shouldBeFalse("gl.isFramebuffer(fbo)"); shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)"); shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); shouldBeNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo2)"); -shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo2"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo3)"); -shouldBe("gl.getParameter(gl.FRAMEBUFFER_BINDING)", "fbo2"); - -fbo = gl.createFramebuffer(); -rbo = gl.createRenderbuffer(); -shouldBeNonNull("fbo"); -shouldBeNonNull("rbo"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, 16, 16)"); -shouldGenerateGLError(gl, gl.NO_ERROR, "gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, rbo)"); -if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) == gl.FRAMEBUFFER_COMPLETE) { - // set backbuffer to red - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(1,0,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // set framebuffer to green - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - // check framebuffer - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 16, 16, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 16, 16, 1, 1, [0,0,0,0], "outside fbo should be black")'); - // delete framebuffer. because this was the bound fbo the backbuffer should be active now - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.deleteFramebuffer(fbo)"); - // check backbuffer - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [255,0,0,255], "backbuffer should be red")'); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 300, 0, 300, 300, [0,0,0,0], "outside backbuffer should be black")'); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 150, 300, 300, [0,0,0,0], "outside backbuffer should be black")'); - // check drawing to backbuffer - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clearColor(0,1,0,1)"); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.clear(gl.COLOR_BUFFER_BIT)"); - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green")'); - shouldGenerateGLError(gl, gl.NO_ERROR, "gl.bindFramebuffer(gl.FRAMEBUFFER, null)"); - // check again because many buggy implementations will have bound to the true backbuffer on deleteFramebuffer. - shouldGenerateGLError(gl, gl.NO_ERROR, 'wtu.checkCanvasRect(gl, 0, 0, 300, 150, [0,255,0,255], "fbo should be green")'); -} successfullyParsed = true; </script> diff --git a/LayoutTests/fast/canvas/webgl/program-test.html b/LayoutTests/fast/canvas/webgl/program-test.html new file mode 100644 index 0000000..9b4575a --- /dev/null +++ b/LayoutTests/fast/canvas/webgl/program-test.html @@ -0,0 +1,311 @@ +<!DOCTYPE html> +<html> +<head> +<meta charset="utf-8"> +<title>WebGL Program Compiling/Linking Conformance Test</title> +<link rel="stylesheet" href="../../js/resources/js-test-style.css"/> +<script src="../../js/resources/js-test-pre.js" type="text/javascript"></script> +<script src="resources/webgl-test.js" type="text/javascript"></script> +</head> +<body> +<div id="description"></div> +<div id="console"></div> +<canvas id="canvas" width="2" height="2"> </canvas> +<script type="text/javascript"> +function go() { + description("Tests that program compiling/linking/using works correctly."); + + debug(""); + debug("Canvas.getContext"); + + var gl = create3DContext(document.getElementById("canvas")); + if (!gl) { + testFailed("context does not exist"); + return; + } + + testPassed("context exists"); + + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + function doArraysHaveSameContents(a, b) { + var flags = []; + function hasUnusedValue(a, value) { + for (var ii = 0; ii < a.length; ++ii) { + if (a[ii] === value && !flags[ii]) { + flags[ii] = true; + return true; + } + } + return false; + } + + try { + if (a.length !== b.length) { + return false; + } + for (var ii = 0; ii < a.length; ii++) { + if (!hasUnusedValue(b, a[ii])) { + return false; + } + } + } catch (ex) { + return false; + } + return true; + } + +/////// Check compileShader() ///////////////////////////// + + var vs = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vs, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex; }"); + gl.compileShader(vs); + + assertMsg(gl.getShaderParameter(vs, gl.COMPILE_STATUS) == true, + "good vertex shader should compile"); + + var vs2 = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vs2, "attribute vec4 aVertex; attribute vec4 aColor; varying vec4 vColor; void main() { vColor = aColor; gl_Position = aVertex * 0.5; }"); + gl.compileShader(vs2); + + assertMsg(gl.getShaderParameter(vs2, gl.COMPILE_STATUS) == true, + "good vertex shader #2 should compile"); + + var vsBad = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vsBad, "WILL NOT COMPILE;"); + gl.compileShader(vsBad); + + assertMsg(gl.getShaderParameter(vsBad, gl.COMPILE_STATUS) == false, + "bad vertex shader should fail to compile"); + + var fs = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fs, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); + gl.compileShader(fs); + + assertMsg(gl.getShaderParameter(fs, gl.COMPILE_STATUS) == true, + "good fragment shader should compile"); + + var fs2 = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fs2, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor * 0.5; }"); + gl.compileShader(fs2); + + assertMsg(gl.getShaderParameter(fs2, gl.COMPILE_STATUS) == true, + "good fragment shader #2 should compile"); + + var fsBad = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fsBad, "WILL NOT COMPILE;"); + gl.compileShader(fsBad); + + assertMsg(gl.getShaderParameter(fsBad, gl.COMPILE_STATUS) == false, + "bad fragment shader should fail to compile"); + + glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point"); + +/////// Check attachShader() ///////////////////////////// + + function checkAttachShader(already_attached_shaders, shader, expected_error_code, errmsg) { + var prog = gl.createProgram(); + for (var i = 0; i < already_attached_shaders.length; ++i) + gl.attachShader(prog, already_attached_shaders[i]); + if(gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in attachShader()"); + gl.attachShader(prog, shader); + glErrorShouldBe(gl, expected_error_code, errmsg); + } + + checkAttachShader([], vs, gl.NO_ERROR, "attaching a vertex shader should succeed"); + checkAttachShader([vs], vs, gl.INVALID_OPERATION, + "attaching an already attached vertex shader should generate INVALID_OPERATION"); + checkAttachShader([], fs, gl.NO_ERROR, "attaching a fragment shader should succeed"); + checkAttachShader([fs], fs, gl.INVALID_OPERATION, + "attaching an already attached fragment shader should generate INVALID_OPERATION"); + checkAttachShader([vs], vs2, gl.INVALID_OPERATION, + "attaching shaders of the same type to a program should generate INVALID_OPERATION"); + checkAttachShader([fs], fs2, gl.INVALID_OPERATION, + "attaching shaders of the same type to a program should generate INVALID_OPERATION"); + +/////// Check detachShader() ///////////////////////////// + + function checkDetachShader(already_attached_shaders, shader, expected_error_code, errmsg) { + var prog = gl.createProgram(); + for (var i = 0; i < already_attached_shaders.length; ++i) + gl.attachShader(prog, already_attached_shaders[i]); + if(gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in attachShader()"); + gl.detachShader(prog, shader); + glErrorShouldBe(gl, expected_error_code, errmsg); + } + + checkDetachShader([vs], vs, gl.NO_ERROR, "detaching a vertex shader should succeed"); + checkDetachShader([fs], vs, gl.INVALID_OPERATION, + "detaching a not already attached vertex shader should generate INVALID_OPERATION"); + checkDetachShader([fs], fs, gl.NO_ERROR, "detaching a fragment shader should succeed"); + checkDetachShader([vs], fs, gl.INVALID_OPERATION, + "detaching a not already attached fragment shader should generate INVALID_OPERATION"); + +/////// Check getAttachedShaders() ///////////////////////////// + + function checkGetAttachedShaders(shaders_to_attach, shaders_to_detach, expected_shaders, errmsg) { + var prog = gl.createProgram(); + for (var i = 0; i < shaders_to_attach.length; ++i) + gl.attachShader(prog, shaders_to_attach[i]); + if(gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in attachShader()"); + for (var i = 0; i < shaders_to_detach.length; ++i) + gl.detachShader(prog, shaders_to_detach[i]); + if(gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in detachShader()"); + assertMsg(doArraysHaveSameContents(gl.getAttachedShaders(prog), expected_shaders), errmsg); + } + checkGetAttachedShaders([], [], [], "getAttachedShaders should return an empty list by default"); + checkGetAttachedShaders([fs], [], [fs], "attaching a single shader should give the expected list"); + checkGetAttachedShaders([fs, vs], [], [fs, vs], + "attaching some shaders should give the expected list"); + checkGetAttachedShaders([fs], [fs], [], "attaching a shader and detaching it shoud leave an empty list"); + checkGetAttachedShaders([fs, vs], [fs, vs], [], + "attaching some shaders and detaching them in same order shoud leave an empty list"); + checkGetAttachedShaders([fs, vs], [vs, fs], [], + "attaching some shaders and detaching them in random order shoud leave an empty list"); + checkGetAttachedShaders([fs, vs], [vs], [fs], + "attaching and detaching some shaders should leave the difference list"); + checkGetAttachedShaders([fs, vs], [fs], [vs], + "attaching and detaching some shaders should leave the difference list"); + checkGetAttachedShaders([fsBad], [], [fsBad], + "attaching a shader that failed to compile should still show it in the list"); + checkGetAttachedShaders([fs, vsBad], [], [fs, vsBad], + "attaching shaders, including one that failed to compile, should still show the it in the list"); + +/////// Check linkProgram() and useProgram ///////////////////////////// + + function checkLinkAndUse(shaders, deleteShaderAfterAttach, expected_status, errmsg) { + var prog = gl.createProgram(); + for (var i = 0; i < shaders.length; ++i) { + gl.attachShader(prog, shaders[i]); + if (deleteShaderAfterAttach) + gl.deleteShader(shaders[i]); + } + gl.bindAttribLocation(prog, 0, "aVertex"); + gl.bindAttribLocation(prog, 1, "aColor"); + gl.linkProgram(prog); + if (gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in linkProgram()"); + assertMsg(gl.getProgramParameter(prog, gl.LINK_STATUS) == expected_status, errmsg); + if (expected_status == true && gl.getProgramParameter(prog, gl.LINK_STATUS) == false) + debug(gl.getProgramInfoLog(prog)); + if (gl.getError() != gl.NO_ERROR) + assertMsg(false, "unexpected error in getProgramParameter()"); + gl.useProgram(prog); + if (expected_status == true) + glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program should succeed"); + if (expected_status == false) + glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); + return prog; + } + + var progGood1 = checkLinkAndUse([vs, fs], false, true, "valid program should link"); + var progGood2 = checkLinkAndUse([vs, fs2], false, true, "valid program #2 should link"); + var progBad1 = checkLinkAndUse([vs], false, false, "program with no fragment shader should fail to link"); + var progBad2 = checkLinkAndUse([fs], false, false, "program with no vertex shader should fail to link"); + var progBad3 = checkLinkAndUse([vsBad, fs], false, false, "program with bad vertex shader should fail to link"); + var progBad4 = checkLinkAndUse([vs, fsBad], false, false, "program with bad fragment shader should fail to link"); + var progBad5 = checkLinkAndUse([vsBad, fsBad], false, false, "program with bad shaders should fail to link"); + + gl.useProgram(progGood1); + glErrorShouldBe(gl, gl.NO_ERROR, "using a valid program shouldn't generate a GL error"); + + var vbuf = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vbuf); + gl.bufferData(gl.ARRAY_BUFFER, + new Float32Array([ + 0.0, 0.0, 0.0, 1.0, + 1.0, 0.0, 0.0, 1.0, + 1.0, 1.0, 0.0, 1.0, + 0.0, 1.0, 0.0, 1.0]), + gl.STATIC_DRAW); + gl.vertexAttribPointer(0, 4, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(0); + gl.vertexAttrib3f(1, 1.0, 0.0, 0.0); + + glErrorShouldBe(gl, gl.NO_ERROR, "should be no errors at this point #2"); + + gl.useProgram(progGood1); + gl.drawArrays(gl.TRIANGLES, 0, 3); + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); + + gl.useProgram(progBad1); + glErrorShouldBe(gl, gl.INVALID_OPERATION, "using an invalid program should generate INVALID_OPERATION"); + gl.drawArrays(gl.TRIANGLES, 0, 3); + glErrorShouldBe(gl, gl.NO_ERROR, "Try to use an invalid program should not change the current rendering state"); + + gl.useProgram(progGood2); + gl.drawArrays(gl.TRIANGLES, 0, 3); + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid program shouldn't generate a GL error"); + gl.detachShader(progGood2, fs2); + gl.attachShader(progGood2, fsBad); + gl.linkProgram(progGood2); + assertMsg(gl.getProgramParameter(progGood2, gl.LINK_STATUS) == false, + "linking should fail with in-use formerly good program, with new bad shader attached"); + + gl.useProgram(progGood1); + gl.drawArrays(gl.TRIANGLES, 0, 4); + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); + + var progGood1 = checkLinkAndUse([vs, fs], true, true, "delete shaders after attaching them and before linking program should not affect linkProgram"); + gl.useProgram(progGood1); + gl.drawArrays(gl.TRIANGLES, 0, 4); + glErrorShouldBe(gl, gl.NO_ERROR, "drawing with a valid when last used program shouldn't generate a GL error"); + +/////// Check deleteProgram() and deleteShader() ///////////////////////////// + + gl.useProgram(progGood1); + gl.deleteProgram(progGood1); + gl.drawArrays(gl.TRIANGLES, 0, 4); + glErrorShouldBe(gl, gl.NO_ERROR, "delete the current program shouldn't change the current rendering state"); + + gl.linkProgram(progGood1); + glErrorShouldBe(gl, gl.NO_ERROR, "The current program shouldn't be deleted"); + + var fs3 = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); + gl.compileShader(fs3); + + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, + "good fragment shader should compile"); + + gl.deleteShader(fs3); + gl.compileShader(fs3); + glErrorShouldBe(gl, gl.INVALID_VALUE, "an unattached shader should be deleted immediately"); + + fs3 = gl.createShader(gl.FRAGMENT_SHADER); + gl.shaderSource(fs3, "precision mediump float; varying vec4 vColor; void main() { gl_FragColor = vColor; }"); + gl.compileShader(fs3); + + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, + "good fragment shader should compile"); + + gl.detachShader(progGood1, fs); + gl.attachShader(progGood1, fs3); + + gl.deleteShader(fs3); + gl.compileShader(fs3); + assertMsg(gl.getShaderParameter(fs3, gl.COMPILE_STATUS) == true, + "an attached shader shouldn't be deleted"); + + gl.useProgram(null); + gl.linkProgram(progGood1); + glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked program should be deleted once it's no longer the current program"); + + gl.compileShader(fs3); + glErrorShouldBe(gl, gl.INVALID_VALUE, "a delete-marked shader should be deleted once all its attachments are removed"); +} + +debug(""); +go(); + +successfullyParsed = true; +</script> +<script src="../../js/resources/js-test-post.js"></script> + +</body> +</html> |